Commented 20 years ago2004-06-15 10:34:47 UTC
in vault item: arch_awp_mapComment #2327
omg. how original. aztec arch textures. piranesi grass? (or am i giving u too much credit?) and half life crates. did you even think a teeny weeny bit of realism would have made this map so much better?
Commented 20 years ago2004-06-15 10:25:40 UTC
in vault item: BuildingComment #2325
ok. you need to put the sound in 'cstrike/sound'. and have the path set to 'sound/yoursound.wav'. the paths must include the '.wav' at the end (in hammer); the same goes for the sprite. and make sure you have set the sprites rendermodes etc correctly.
Commented 20 years ago2004-06-14 20:11:38 UTC
in vault item: BuildingComment #2323
The sprite seems to work, but in Hammer it doesn't show the sprite it just shows a purple box. Before with "cstrike/sprites/flames.spr" it did show the actual thing.
Now, another problem, the ambient_generic. I have that as an entity (no brush) with the path (EX):C:/Programfiles/steam/apps/account/counter-strike/cstrike/sound/ambience/burning.wav
The sound file is in the correct format, 8 bits 11/22(tried both)khz or w/e and Mono.
It gets to the "Verifying Resources" point and it just stays there. When I click cancel and open up the console it says "Error: could not transmit sound/D", or something like that.
Commented 20 years ago2004-06-14 20:05:26 UTC
in vault item: BuildingComment #2322
Thanks for confusing me (lol). So you're saying you don't want me to make a brush and "Tie to entity", you just want me to make an entity and assign it to env_sprite?
Commented 20 years ago2004-06-14 19:43:35 UTC
in vault item: BuildingComment #2317
ok, you need to change the path from 'cstrike/sprites/flames.spr' to 'sprites/flames.spr'
and also you have the env_sprite (point based entity) tied to a brush (textured with a window texture, i can't see what it could be for). this is creating a point/brush based entity combo. i don't know alot about the pitfalls of combining entities, but i know it doesn't help to try and combine brush and point based entities within the same entity.
Commented 20 years ago2004-06-14 14:38:07 UTC
in vault item: HackingComment #2315
Yeah, I expected it to be corrupted. It's not an external link, just some network problems. I hope it works this time. If not then you'll have to wait atleast until Friday and I'll remove this from the Vault until then.
Commented 20 years ago2004-06-14 13:20:45 UTC
in vault item: as_evilComment #2314
I liked this map it was fun to play it had nice sounds and textures were cool, but near the hotel there is some metal stairs and if you jump on the railing you hear glass break it puzzeled me.
The transparant parts aren't transparant because they're blue, but because they're covered with the last color of the texture's palette. Go to the texture in the .wad file and repaint those area's with the last color of the palette (wich is blue when you named your texture with a '{' ).
Commented 20 years ago2004-06-13 19:25:44 UTC
in vault item: fy_rooftopsComment #2306
Dont expect too many comments, its an fy map after all, there have been so many of them. Anyway, if that screenshot shows the whole map then it looks good. texturing looks kinda cheesy, but as in the case of most fy maps, the rounds should fly by fast enough to not take much note of it.
Commented 20 years ago2004-06-13 19:08:35 UTC
in vault item: Kill the shakeComment #2304
yeah its in the unfinished, also, youre right, the tank and such arent entities, i realized that this ISNT the right one, although i did fix it and finish it..i have much thanks to you and all who helped
Commented 20 years ago2004-06-13 16:35:13 UTC
in vault item: Kill the shakeComment #2300
The cars and the tank are still no entities, so you're still gonna have a lot of face-splitting. Also, you still have a skybox, you should only cover the ceiling with a skybrush so that the map is sealed off, that's enough. Using a skybox causes the outside of your level to get compiled too, and that's a waste of compiling time.
Commented 20 years ago2004-06-13 15:19:45 UTC
in vault item: de_road_nightComment #2299
zeeba-G, I just took a look at some HL maps and haven't seen them using skyboxes. Skyboxes aren't the sky you see (since that's a box) but boxes covered with the sky texture, in the editor. This causes a lot of outside faces of the map to get compiled, wich is the case in this map.
-]GPAS[-, you can take away the lowest brush of this skybox without any problem. This makes the compilers to not creating the faces underneath (the useless faces) anymore, thus a faster compile.
Commented 20 years ago2004-06-13 14:59:02 UTC
in vault item: as_evilComment #2297
Wow ... RE idea is original... Maybe i should try to create something erm.... ORIGINAL... btw, from screenshot map looks great ... that's all... i didn't try to playing this map, so i can't rate it that's all
Commented 20 years ago2004-06-13 11:52:27 UTC
in vault item: de_road_nightComment #2291
hey captain p. on a lot if not all of the half life multi player maps they use skyboxes. I dont but is there some reason they do because the maps play fine unless they were just gettin tired after making an entire game hehe. Lol i mean they even just cut out parts of half life and saved em as multiplatey fun ones thow.
Commented 20 years ago2004-06-13 09:16:57 UTC
in vault item: de_road_nightComment #2290
The screenshot looked impressive, the map did less.
First some notes: don't put the files in a map called de_road_night. I extracted the zip into the cstrike folder and started the map only to find out I had to replace the files to the correct paths manually. Also, you used the skybox method. Don't do that. The faces of the underside of the terrain were all compiled, unnecessary waste of compile-time. Oh, and also set the max viewable distance a bit higher as parts of the terrain started to disappear when they were far away.
The map looks decent but not so special after all. I feel it's unfinished... the road just stops in nowhere and there's actually no real layout, no routes to take and such... Texturing has some little flaws but is decent overall. Lighting suits the theme well but could've been done a bit more dramatic. The terrain is quite well done but could've been a bit more 'flowing', e.g. less harsh angles now and then. As for the building, the hills just continued inside... that's not very realistic isn't it?
All in all, looks promising but I wouldn't consider this as a finished map.
Commented 20 years ago2004-06-12 17:02:04 UTC
in vault item: as_evilComment #2288
oh, yes, i've forgot to make "clip" brushes on places like that,and i've used NULL texture, so you could see through..., i'll fix that. thanx for reply
Commented 20 years ago2004-06-12 16:20:43 UTC
in vault item: as_evilComment #2287
cool map... u did a good job...
only thing i found wrong was: i jumped onto these boxes and looked over the edge of a building... it was that blurry stuff so i changed gravity and jumped over it and fell to bottom of the map and could see every thing... i dont no if u think this is a serious problem but if u want i can show u where the problem is
Commented 20 years ago2004-06-12 05:16:49 UTC
in vault item: Ominous Reality Part1Comment #2283
Not really miss, more like overkill, add-in some misc shooting of things and it'll polly add up nicly, but thank you for elaborating on how much ammo thier was...
did you even think a teeny weeny bit of realism would have made this map so much better?
the paths must include the '.wav' at the end (in hammer); the same goes for the sprite.
and make sure you have set the sprites rendermodes etc correctly.
Oh yeah Part 2 is almost done
Now, another problem, the ambient_generic. I have that as an entity (no brush) with the path (EX):C:/Programfiles/steam/apps/account/counter-strike/cstrike/sound/ambience/burning.wav
The sound file is in the correct format, 8 bits 11/22(tried both)khz or w/e and Mono.
It gets to the "Verifying Resources" point and it just stays there. When I click cancel and open up the console it says "Error: could not transmit sound/D", or something like that.
and also you have the env_sprite (point based entity) tied to a brush (textured with a window texture, i can't see what it could be for). this is creating a point/brush based entity combo. i don't know alot about the pitfalls of combining entities, but i know it doesn't help to try and combine brush and point based entities within the same entity.
As for the effect, nicely recreated.
2. i think the civilian team is usually there to watch the fights.
3. i think he said he put the civilian class in this map to act as a referee and gave them buttons to push to enforce rules.
could be wrong, but thats what i think...
4. is this a tfc map??
-]GPAS[-, you can take away the lowest brush of this skybox without any problem. This makes the compilers to not creating the faces underneath (the useless faces) anymore, thus a faster compile.
i hope you make more
First some notes: don't put the files in a map called de_road_night. I extracted the zip into the cstrike folder and started the map only to find out I had to replace the files to the correct paths manually.
Also, you used the skybox method. Don't do that. The faces of the underside of the terrain were all compiled, unnecessary waste of compile-time. Oh, and also set the max viewable distance a bit higher as parts of the terrain started to disappear when they were far away.
The map looks decent but not so special after all. I feel it's unfinished... the road just stops in nowhere and there's actually no real layout, no routes to take and such... Texturing has some little flaws but is decent overall. Lighting suits the theme well but could've been done a bit more dramatic. The terrain is quite well done but could've been a bit more 'flowing', e.g. less harsh angles now and then. As for the building, the hills just continued inside... that's not very realistic isn't it?
All in all, looks promising but I wouldn't consider this as a finished map.
I like the door itself too
only thing i found wrong was:
i jumped onto these boxes and looked over the edge of a building... it was that blurry stuff so i changed gravity and jumped over it and fell to bottom of the map and could see every thing... i dont no if u think this is a serious problem but if u want i can show u where the problem is
Size: 655.23 KB
Included: BSP MAP RMF
Rating: ***(2)
Comments: 0
Views: 4
Downloads: 0
Uploaded: 12 Jun 04 23:28
Updated: Never
DON'T RATE UR OWN MAPS PLEASE!
all my freinds like it
over all great job